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1 or 2 more players for old school Star Wars. By old school I don't mean the story, I mean the rules. Just dug up my old West End Games books, using the d6 system. Would love to run another game with those. Any mature/older gamers interested? Right now all I have is myself as GM and my wife as a player. Need at least 1 more to get started, hopefully with one or two more players to join shortly after.

About Me

Biography:

I've not played in about 4 years since I moved up here, and I seriously miss it. Up till then I'd played almost consistently for about 12 years, and all varieties of games. In more recent years, my wife had started gaming with us and we had a blast. Now for those guys sitting here thinking couples/women should not play, grow up. Not only was she good, she did not just follow me around waiting for me to tell her what to do. Last game we played before moving was D&D 3.5e and she had rolled up a rogue. While our group was traveling she was randomly picking our pockets. When we slept, she'd raid our bags. When we figured out what she was doing, she had made a deal with barbarian in the group to cut him in for protection. So when I tried to threaten her, I almost got my arms ripped off. It was hilarious, aggrevating, but hillarious and damn good rping.

As for running games, I don't have a ton of experience and it's been quite a few years. Mostly I've run Star Wars, old d6 version from West End. Good stuff. Did campaigns set during the Rebellion period, and back in the Old Republic, like during the Knights of the Old Republic setting from the comics.

As a player I've done everything. First game was TMNT (silly fun), then D&D of course, then SW, Shadowrun, World of Darkness (Vampire and Werewolf mostly), and even some homemade d20 games one of my friend's came up with. One even based off that Sega game, Panzer Dragoon Saga. That was awesome. He was my first and best GM, and I try to run games the way he did. Meaning, when the rules don't fit the scenario, toss the book and make your own. Always keep the players on their toes and if you think they're starting to catch on to your villains plans, get nasty and show them how wrong they are. Make them work for their rewards. When they fail, make sure they feel it, but when they succeed, help them enjoy it. Above all, keep it fun, and try not to take it too serious. After all, it's just a game.